ladybird/Userland/Libraries/LibWeb/Animations/Animation.cpp
Matthew Olsson 3721a1a81c LibWeb: Run update_finished_state when setting AnimationEffect's timing
This will need to a necessary style invalidation
2024-02-16 12:02:11 -07:00

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/*
* Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/TemporaryChange.h>
#include <LibWeb/Animations/Animation.h>
#include <LibWeb/Animations/AnimationEffect.h>
#include <LibWeb/Animations/AnimationPlaybackEvent.h>
#include <LibWeb/Animations/DocumentTimeline.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/DOM/Document.h>
#include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
#include <LibWeb/HTML/Window.h>
#include <LibWeb/WebIDL/ExceptionOr.h>
#include <LibWeb/WebIDL/Promise.h>
namespace Web::Animations {
JS_DEFINE_ALLOCATOR(Animation);
// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
{
auto& vm = realm.vm();
// 1. Let animation be a new Animation object.
auto animation = realm.heap().allocate<Animation>(realm, realm);
// 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
// a timeline argument is missing, passing the default document timeline of the Document associated with the
// Window that is the current global object.
if (vm.argument_count() < 2) {
auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
timeline = window.associated_document().timeline();
}
animation->set_timeline(timeline);
// 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
animation->set_effect(effect);
return animation;
}
WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
{
return create(realm, effect, timeline);
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
void Animation::set_effect(JS::GCPtr<AnimationEffect> new_effect)
{
// Setting this attribute updates the objects associated effect using the procedure to set the associated effect of
// an animation.
// 1. Let old effect be the current associated effect of animation, if any.
auto old_effect = m_effect;
// 2. If new effect is the same object as old effect, abort this procedure.
if (new_effect == old_effect)
return;
// 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
// 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
// effect.
// Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op.
// 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
// run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
// null as new effect.
if (new_effect && new_effect->associated_animation() != this) {
if (auto animation = new_effect->associated_animation())
animation->set_effect({});
}
// 6. Let the associated effect of animation be new effect.
if (new_effect)
new_effect->set_associated_animation(this);
if (m_effect)
m_effect->set_associated_animation({});
m_effect = new_effect;
// 7. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
void Animation::set_timeline(JS::GCPtr<AnimationTimeline> new_timeline)
{
// Setting this attribute updates the objects timeline using the procedure to set the timeline of an animation.
// 1. Let old timeline be the current timeline of animation, if any.
auto old_timeline = m_timeline;
// 2. If new timeline is the same object as old timeline, abort this procedure.
if (new_timeline == old_timeline)
return;
// 3. Let the timeline of animation be new timeline.
if (m_timeline)
m_timeline->disassociate_with_animation(*this);
m_timeline = new_timeline;
m_timeline->associate_with_animation(*this);
// 4. If the start time of animation is resolved, make animations hold time unresolved.
if (m_start_time.has_value())
m_hold_time = {};
// 5. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
// https://www.w3.org/TR/web-animations-1/#set-the-start-time
void Animation::set_start_time(Optional<double> const& new_start_time)
{
// Setting this attribute updates the start time using the procedure to set the start time of this object to the new
// value.
// 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
// timeline associated with animation or the associated timeline is inactive, let the timeline time be
// unresolved.
auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
// 2. If timeline time is unresolved and new start time is resolved, make animations hold time unresolved.
if (!timeline_time.has_value() && new_start_time.has_value())
m_hold_time = {};
// 3. Let previous current time be animations current time.
auto previous_current_time = current_time();
// 4. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 5. Set animations start time to new start time.
m_start_time = new_start_time;
// 6. Update animations hold time based on the first matching condition from the following,
// -> If new start time is resolved,
if (new_start_time.has_value()) {
// If animations playback rate is not zero, make animations hold time unresolved.
if (m_playback_rate != 0.0)
m_hold_time = {};
}
// -> Otherwise (new start time is unresolved),
else {
// Set animations hold time to previous current time even if previous current time is unresolved.
m_hold_time = previous_current_time;
}
// 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animations current
// ready promise with animation.
if (pending()) {
m_pending_play_task = TaskState::None;
m_pending_pause_task = TaskState::None;
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// 8. Run the procedure to update an animations finished state for animation with the did seek flag set to true,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
}
// https://www.w3.org/TR/web-animations-1/#animation-current-time
Optional<double> Animation::current_time() const
{
// The current time is calculated from the first matching condition from below:
// -> If the animations hold time is resolved,
if (m_hold_time.has_value()) {
// The current time is the animations hold time.
return m_hold_time.value();
}
// -> If any of the following are true:
// - the animation has no associated timeline, or
// - the associated timeline is inactive, or
// - the animations start time is unresolved.
if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) {
// The current time is an unresolved time value.
return {};
}
// -> Otherwise,
// current time = (timeline time - start time) × playback rate
// Where timeline time is the current time value of the associated timeline. The playback rate value is defined
// in §4.4.15 Speed control.
return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate();
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& seek_time)
{
// 1. Run the steps to silently set the current time of animation to seek time.
TRY(silently_set_current_time(seek_time));
// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
// steps:
if (m_pending_pause_task == TaskState::Scheduled) {
// 1. Set animations hold time to seek time.
m_hold_time = seek_time;
// 2. Apply any pending playback rate to animation.
apply_any_pending_playback_rate();
// 3. Make animations start time unresolved.
m_start_time = {};
// 4. Cancel the pending pause task.
m_pending_pause_task = TaskState::None;
// 5 Resolve animations current ready promise with animation.
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// 3. Run the procedure to update an animations finished state for animation with the did seek flag set to true,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
// https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
{
// Setting this attribute follows the procedure to set the playback rate of this object to the new value.
// 1. Clear any pending playback rate on animation.
m_pending_playback_rate = {};
// 2. Let previous time be the value of the current time of animation before changing the playback rate.
auto previous_time = current_time();
// 3. Let previous playback rate be the current effective playback rate of animation.
auto previous_playback_rate = playback_rate();
// 4. Set the playback rate to new playback rate.
m_playback_rate = new_playback_rate;
// 5. Perform the steps corresponding to the first matching condition from the following, if any:
// -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
// set the current time of animation to previous time.
TRY(set_current_time(previous_time));
}
// -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of
// animation is resolved, associated effect end is not infinity, and either:
// - the previous playback rate < 0 and the new playback rate ≥ 0, or
// - the previous playback rate ≥ 0 and the new playback rate < 0,
else if (m_timeline && !m_timeline->is_monotonically_increasing() && m_start_time.has_value() && !isinf(associated_effect_end()) && ((previous_playback_rate < 0.0 && new_playback_rate >= 0.0) || (previous_playback_rate >= 0 && new_playback_rate < 0))) {
// Set animations start time to the result of evaluating associated effect end - start time for animation.
m_start_time = associated_effect_end() - m_start_time.value();
}
return {};
}
// https://www.w3.org/TR/web-animations-1/#animation-play-state
Bindings::AnimationPlayState Animation::play_state() const
{
// The play state of animation, animation, at a given moment is the state corresponding to the first matching
// condition from the following:
// -> All of the following conditions are true:
// - The current time of animation is unresolved, and
// - the start time of animation is unresolved, and
// - animation does not have either a pending play task or a pending pause task,
auto current_time = this->current_time();
if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
// → idle
return Bindings::AnimationPlayState::Idle;
}
// -> Either of the following conditions are true:
// - animation has a pending pause task, or
// - both the start time of animation is unresolved and it does not have a pending play task,
if (m_pending_pause_task == TaskState::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
// → paused
return Bindings::AnimationPlayState::Paused;
}
// -> For animation, current time is resolved and either of the following conditions are true:
// - animations effective playback rate > 0 and current time ≥ associated effect end; or
// - animations effective playback rate < 0 and current time ≤ 0,
auto effective_playback_rate = this->effective_playback_rate();
if (current_time.has_value() && ((effective_playback_rate > 0.0 && current_time.value() >= associated_effect_end()) || (effective_playback_rate < 0.0 && current_time.value() <= 0.0))) {
// → finished
return Bindings::AnimationPlayState::Finished;
}
// -> Otherwise,
// → running
return Bindings::AnimationPlayState::Running;
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-play
WebIDL::ExceptionOr<void> Animation::play()
{
// Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
// value of the auto-rewind flag.
return play_an_animation(AutoRewind::Yes);
}
// https://www.w3.org/TR/web-animations-1/#play-an-animation
WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
{
// 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
// 2. Let has pending ready promise be a boolean flag that is initially false.
auto has_pending_ready_promise = false;
// 3. Let seek time be a time value that is initially unresolved.
Optional<double> seek_time;
// 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
// following, if any:
if (auto_rewind == AutoRewind::Yes) {
auto playback_rate = this->playback_rate();
auto current_time = this->current_time();
auto associated_effect_end = this->associated_effect_end();
// -> If animations effective playback rate ≥ 0, and animations current time is either:
// - unresolved, or
// - less than zero, or
// - greater than or equal to associated effect end,
if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
// Set seek time to zero.
seek_time = 0.0;
}
// -> If animations effective playback rate < 0, and animations current time is either:
// - unresolved, or
// - less than or equal to zero, or
// - greater than associated effect end,
else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
// -> If associated effect end is positive infinity,
if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
// throw an "InvalidStateError" DOMException and abort these steps.
return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
}
// -> Otherwise,
// Set seek time to animations associated effect end.
seek_time = associated_effect_end;
}
}
// 5. If the following three conditions are all satisfied:
// - seek time is unresolved, and
// - animations start time is unresolved, and
// - animations current time is unresolved,
if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
// set seek time to zero.
seek_time = 0.0;
}
// 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
// 7. If seek time is resolved,
if (seek_time.has_value()) {
// -> If has finite timeline is true,
if (has_finite_timeline) {
// 1. Set animations start time to seek time.
m_start_time = seek_time;
// 2. Let animations hold time be unresolved.
m_hold_time = {};
// 3. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
}
// Otherwise,
else {
// Set animations hold time to seek time.
m_hold_time = seek_time;
}
}
// 8. If animations hold time is resolved, let its start time be unresolved.
if (m_hold_time.has_value())
m_start_time = {};
// 9. If animation has a pending play task or a pending pause task,
if (pending()) {
// 1. Cancel that task.
m_pending_play_task = TaskState::None;
m_pending_pause_task = TaskState::None;
// 2. Set has pending ready promise to true.
has_pending_ready_promise = true;
}
// 10. If the following four conditions are all satisfied:
// - animations hold time is unresolved, and
// - seek time is unresolved, and
// - aborted pause is false, and
// - animation does not have a pending playback rate,
if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
// abort this procedure.
return {};
}
// 11. If has pending ready promise is false, let animations current ready promise be a new promise in the relevant
// Realm of animation.
if (!has_pending_ready_promise)
m_current_ready_promise = WebIDL::create_promise(realm());
// 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
//
// Note: Steps omitted, set run_pending_play_task()
//
// So long as the above task is scheduled but has yet to run, animation is described as having a pending play
// task. While the task is running, however, animation does not have a pending play task.
//
// If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
// such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
m_pending_play_task = TaskState::Scheduled;
// 13. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
{
// 1. If time is unresolved, return time.
if (!time.has_value())
return time;
// 2. If time is infinity, return an unresolved time value.
if (isinf(time.value()))
return {};
// 3. If animations playback rate is zero, return an unresolved time value.
if (m_playback_rate == 0.0)
return {};
// 4. If animations start time is unresolved, return an unresolved time value.
if (!m_start_time.has_value())
return {};
// 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
// are the playback rate and start time of animation, respectively).
return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
}
// https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
{
// 1. Let timeline time be the result of converting time from an animation time to a timeline time.
auto timeline_time = convert_an_animation_time_to_timeline_time(time);
// 2. If timeline time is unresolved, return time.
if (!timeline_time.has_value())
return time;
// 3. If animation is not associated with a timeline, return an unresolved time value.
if (!m_timeline)
return {};
// 4. If animation is associated with an inactive timeline, return an unresolved time value.
if (m_timeline->is_inactive())
return {};
// 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
// with animation, return an unresolved time value.
if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
return {};
// 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
// timeline associated with animation.
return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
}
// https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
JS::GCPtr<DOM::Document> Animation::document_for_timing() const
{
// An animations document for timing is the Document with which its timeline is associated. If an animation is not
// associated with a timeline, or its timeline is not associated with a document, then it has no document for
// timing.
if (!m_timeline)
return {};
return m_timeline->associated_document();
}
void Animation::notify_timeline_time_did_change()
{
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
// Act on the pending play or pause task
if (m_pending_pause_task == TaskState::Scheduled) {
m_pending_pause_task = TaskState::None;
// FIXME:
// run_pending_pause_task();
}
if (m_pending_play_task == TaskState::Scheduled) {
m_pending_play_task = TaskState::None;
run_pending_play_task();
}
}
void Animation::effect_timing_changed(Badge<AnimationEffect>)
{
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
}
// https://www.w3.org/TR/web-animations-1/#associated-effect-end
double Animation::associated_effect_end() const
{
// The associated effect end of an animation is equal to the end time of the animations associated effect. If the
// animation has no associated effect, the associated effect end is zero.
return m_effect ? m_effect->end_time() : 0.0;
}
// https://www.w3.org/TR/web-animations-1/#effective-playback-rate
double Animation::effective_playback_rate() const
{
// The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animations
// playback rate.
return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
}
// https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
void Animation::apply_any_pending_playback_rate()
{
// 1. If animation does not have a pending playback rate, abort these steps.
if (!m_pending_playback_rate.has_value())
return;
// 2. Set animations playback rate to its pending playback rate.
m_playback_rate = m_pending_playback_rate.value();
// 3. Clear animations pending playback rate.
m_pending_playback_rate = {};
}
// https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
{
// 1. If seek time is an unresolved time value, then perform the following steps.
if (!seek_time.has_value()) {
// 1. If the current time is resolved, then throw a TypeError.
if (current_time().has_value()) {
return WebIDL::SimpleException {
WebIDL::SimpleExceptionType::TypeError,
"Cannot change an animation's current time from a resolve value to an unresolved value"sv
};
}
// 2. Abort these steps.
return {};
}
// 2. Update either animations hold time or start time as follows:
// -> If any of the following conditions are true:
// - animations hold time is resolved, or
// - animations start time is unresolved, or
// - animation has no associated timeline or the associated timeline is inactive, or
// - animations playback rate is 0,
if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
// Set animations hold time to seek time.
m_hold_time = seek_time;
}
// -> Otherwise,
else {
// Set animations start time to the result of evaluating timeline time - (seek time / playback rate) where
// timeline time is the current time value of timeline associated with animation.
m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
}
// 3. If animation has no associated timeline or the associated timeline is inactive, make animations start time
// unresolved.
if (!m_timeline || m_timeline->is_inactive())
m_start_time = {};
// 4. Make animations previous current time unresolved.
m_previous_current_time = {};
return {};
}
// https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
{
// 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
// time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
// equal to the current time.
//
// Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
// finished animation would remain finished even when its timeline progresses in the opposite direction.
Optional<double> unconstrained_current_time;
if (did_seek == DidSeek::No) {
TemporaryChange change(m_hold_time, {});
unconstrained_current_time = current_time();
} else {
unconstrained_current_time = current_time();
}
// 2. If all three of the following conditions are true,
// - the unconstrained current time is resolved, and
// - animations start time is resolved, and
// - animation does not have a pending play task or a pending pause task,
if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
// then update animations hold time based on the first matching condition for animation from below, if any:
// -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
auto associated_effect_end = this->associated_effect_end();
if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
// If did seek is true, let the hold time be the value of unconstrained current time.
if (did_seek == DidSeek::Yes) {
m_hold_time = unconstrained_current_time;
}
// If did seek is false, let the hold time be the maximum value of previous current time and associated
// effect end. If the previous current time is unresolved, let the hold time be associated effect end.
else if (m_previous_current_time.has_value()) {
m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
} else {
m_hold_time = associated_effect_end;
}
}
// -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
// If did seek is true, let the hold time be the value of unconstrained current time.
if (did_seek == DidSeek::Yes) {
m_hold_time = unconstrained_current_time;
}
// If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
// previous current time is unresolved, let the hold time be zero.
else if (m_previous_current_time.has_value()) {
m_hold_time = min(m_previous_current_time.value(), 0.0);
} else {
m_hold_time = 0.0;
}
}
// -> If playback rate ≠ 0, and animation is associated with an active timeline,
else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
// Perform the following steps:
// 1. If did seek is true and the hold time is resolved, let animations start time be equal to the result
// of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
// value of timeline associated with animation.
if (did_seek == DidSeek::Yes && m_hold_time.has_value())
m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
// 2. Let the hold time be unresolved.
m_hold_time = {};
}
}
// 3. Set the previous current time of animation be the result of calculating its current time.
m_previous_current_time = current_time();
// 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
// 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
// steps:
if (current_finished_state && !m_current_finished_promise_resolved) {
// 1. Let finish notification steps refer to the following procedure:
JS::SafeFunction<void()> finish_notification_steps = [&]() {
if (m_should_abort_finish_notification_microtask) {
m_should_abort_finish_notification_microtask = false;
m_has_finish_notification_microtask_scheduled = false;
return;
}
// 1. If animations play state is not equal to finished, abort these steps.
if (play_state() != Bindings::AnimationPlayState::Finished)
return;
// 2. Resolve animations current finished promise object with animation.
WebIDL::resolve_promise(realm(), current_finished_promise(), this);
m_current_finished_promise_resolved = true;
// 3. Create an AnimationPlaybackEvent, finishEvent.
// 4. Set finishEvents type attribute to finish.
// 5. Set finishEvents currentTime attribute to the current time of animation.
auto& realm = this->realm();
AnimationPlaybackEventInit init;
init.current_time = current_time();
auto finish_event = heap().allocate<AnimationPlaybackEvent>(realm, realm, "finish"_fly_string, init);
// 6. Set finishEvents timelineTime attribute to the current time of the timeline with which animation is
// associated. If animation is not associated with a timeline, or the timeline is inactive, let
// timelineTime be null.
if (m_timeline && !m_timeline->is_inactive())
finish_event->set_timeline_time(m_timeline->current_time());
else
finish_event->set_timeline_time({});
// 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
// animation event queue along with its target, animation. For the scheduled event time, use the result
// of converting animations associated effect end to an origin-relative time.
if (auto document_for_timing = this->document_for_timing()) {
document_for_timing->append_pending_animation_event({ .event = finish_event,
.target = *this,
.scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
}
// Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
// manipulation task source.
else {
HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), [this, finish_event]() {
dispatch_event(finish_event);
});
}
m_has_finish_notification_microtask_scheduled = false;
};
// 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
// animation, and run the finish notification steps immediately.
if (synchronously_notify == SynchronouslyNotify::Yes) {
m_should_abort_finish_notification_microtask = false;
finish_notification_steps();
m_should_abort_finish_notification_microtask = true;
}
// Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
// animation unless there is already a microtask queued to run those steps for animation.
else {
if (!m_has_finish_notification_microtask_scheduled)
HTML::queue_a_microtask({}, move(finish_notification_steps));
m_has_finish_notification_microtask_scheduled = true;
m_should_abort_finish_notification_microtask = false;
}
}
// 6. If current finished state is false and animations current finished promise is already resolved, set
// animations current finished promise to a new promise in the relevant Realm of animation.
if (!current_finished_state && m_current_finished_promise_resolved) {
m_current_finished_promise = WebIDL::create_promise(realm());
m_current_finished_promise_resolved = false;
}
// Invalidate the style of our target element, if applicable
if (m_effect) {
if (auto target = m_effect->target())
target->invalidate_style();
}
}
// Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
void Animation::run_pending_play_task()
{
// 1. Assert that at least one of animations start time or hold time is resolved.
VERIFY(m_start_time.has_value() || m_hold_time.has_value());
// 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
// ready.
// FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
// as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
// time updated by the Document, so the time we would save would be incorrect if there are no other
// animations running.
auto ready_time = m_timeline->current_time();
// Note: The timeline being active is a precondition for this method to be called
VERIFY(ready_time.has_value());
// 3. Perform the steps corresponding to the first matching condition below, if any:
// -> If animations hold time is resolved,
if (m_hold_time.has_value()) {
// 1. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
// the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
// 3. Set the start time of animation to new start time.
m_start_time = new_start_time;
// 4. If animations playback rate is not 0, make animations hold time unresolved.
if (m_playback_rate != 0.0)
m_hold_time = {};
}
// -> If animations start time is resolved and animation has a pending playback rate,
else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
// 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
// animation.
auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
// 2. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 3. If animations playback rate is zero, let animations hold time be current time to match.
if (m_playback_rate == 0.0)
m_hold_time = current_time_to_match;
// 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
// animation. If the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
// 5. Set the start time of animation to new start time.
m_start_time = new_start_time;
}
// 4. Resolve animations current ready promise with animation.
HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
// 5. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
void Animation::run_pending_pause_task()
{
// FIXME: Implement
}
JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
{
if (!m_current_ready_promise) {
// The current ready promise is initially a resolved Promise created using the procedure to create a new
// resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
}
return *m_current_ready_promise;
}
JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
{
if (!m_current_finished_promise) {
// The current finished promise is initially a pending Promise object.
m_current_finished_promise = WebIDL::create_promise(realm());
}
return *m_current_finished_promise;
}
Animation::Animation(JS::Realm& realm)
: DOM::EventTarget(realm)
{
}
void Animation::initialize(JS::Realm& realm)
{
Base::initialize(realm);
set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"_fly_string));
}
void Animation::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_effect);
visitor.visit(m_timeline);
visitor.visit(m_current_ready_promise);
visitor.visit(m_current_finished_promise);
}
}